CURRICULUM VITAE

Piotr Gałązka

I have been making games for more than a decade, including over five years professionally. I design and implement gameplay systems, tools, and feature logic that need to work cleanly inside a larger project. I care about performance, integration, and readable code because a good implementation should survive iteration, content changes, and everyday team use.

PROFILE

Gameplay programming with the whole project in mind

Implementation does not end for me at the first working version. A well-built system should be readable, testable, and comfortable to keep extending, especially when design goals, content, and priorities keep changing.

I build gameplay systems and tools that help take a feature from an early prototype to production-ready code. I translate design requirements into technical decisions around system logic, data structure, performance, and team workflows. The goal is not code that only works once, but implementation that stays readable, extendable, and resilient as the project changes.

My work can touch gameplay mechanics, tools, feature integration, optimization, system logic, technical infrastructure, or presentation-layer code. I am not interested in treating these as isolated boxes, because in a real game they usually meet inside the same feature.

Shipping projects on PC and consoles taught me to judge code by more than the first working version. A good implementation should support iteration, survive edge cases, remain debuggable, and make the next decision easier for the team.

TECH STACK

Unity C# Visual Studio Git, SVN

FOCUS AREAS

Gameplay Systems Feature Integration Optimization Tooling

PLATFORMS

PC Steam Xbox Epic Games

WORK STYLE

Readable code Practical implementation Debuggable systems Shipping mindset

Selected skills

Unity

  • Gameplay and tools development in Unity
  • Scene, prefab, asset and editor workflows
  • Performance profiling and optimization
  • URP experience, with working knowledge of Shader Graph and HDRP
  • Experience with Xbox porting and platform integration for Steam and Epic

C# Programming

  • Object-oriented programming and practical design patterns
  • Readable, maintainable and performance-conscious code
  • Asynchronous programming and multithreading where useful
  • Debugging, profiling and refactoring of production code
  • Architecture decisions sized to the needs of the project

Version Control

  • Daily work with Git and SVN
  • Branching, merging and conflict resolution
  • Keeping changes readable and reviewable
  • Repos that bring together code, assets and a lot of content

Project Workflow

  • ClickUp and Jira for planning and tracking work
  • Breaking features into deliverable tasks
  • Prioritization around risk, dependencies and deadlines
  • Clear communication with design, art and production

Gameplay Programming

  • Gameplay mechanics and gameplay systems
  • State machines, pathfinding and decision logic
  • Game flow, feedback and game feel
  • Progression, difficulty and iteration with design

Game Design Awareness

  • Understanding how technical choices affect player experience
  • Prototyping and iterating on mechanics with designers
  • Balancing usability, readability and technical constraints
  • Awareness of UX, pacing and feedback loops

Other Languages

  • Practical working knowledge of C++
  • Python basics for scripting and automation

Visual Studio

  • Daily development, debugging and profiling
  • Code navigation and refactoring workflows
  • Using tooling to keep implementation clear and maintainable

Soft Skills

  • Practical problem solving
  • Clear communication with multidisciplinary teams
  • Owning tasks from implementation to final fixes
  • Adapting to shifting production priorities
  • Supporting teammates with debugging and technical decisions

Professional experience

  • Co-development of The Dragoness: Command of the Flame, Republic of Pirates and Worshippers of Cthulhu.
  • Implementation of gameplay mechanics, tools, system logic, selected presentation-layer features, and technical workflows supporting production.
  • Development of prototypes and existing features with attention to logic, edge cases, performance, and integration with the rest of the game.
  • Collaboration with design, art, programming, and production on solving project issues without adding unnecessary complexity.

Education